The Potential of Three-Dimensional Display- Technologies for the Visualization of Geo- Virtual Environments
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THE POTENTIAL OF THREE-DIMENSIONAL DISPLAY- TECHNOLOGIES FOR THE VISUALIZATION OF GEO- VIRTUAL ENVIRONMENTS Alexander Schratt, Andreas Riedl Scientific Assistant, [email protected] Assistant Professor, [email protected] Department of Geography and Regional Research, Cartography and Geoinformation, University of Vienna ABSTRACT Three-dimensional display-technologies offer a great potential to being used in digital cartography and GIS, since the information can be shown from the user´s three-dimensional perspective and is no longer, as yet, left to someone´s spatial sense. This article focuses on the advantages and disadvantages of certain 3D-technologies and their potential to visualize geo-spatial data. Including the latest developments in the field of 3D-displays, two main categories will be established: virtual-three-dimensional systems and real-three-dimensional systems. The latter group is still in the fledgling stages and its field of application has yet to be determined. However, it is implied by the developing companies, that geo-visualization may play an important part in future applications. Thus, a lot of research is required in order to tap the full potential of a 3D-presentation and to ensure a better interpretability when compared to conventional cartographic means of expression. TYPES OF THREE-DIMENSIONAL DISPLAY-TECHNOLOGIES Three-dimensional display-technologies can be categorized, according to the nature of the creation of the 3D- visualization, as follows: Virtual-three-dimensional systems (pixel-based systems) The spatial image appears exclusively as a three-dimensional illusion. Most of these systems take advantage of the fact that the human brain is able to create a spatial image from a pair of two-dimensional images, each providing a slightly different perspective for the left an the right eye, respectively (horizontal parallax). Virtual-three-dimensioanl systems are: o Spectacles-and-screen systems (e.g. anaglyph method, systems working with polarized light) o Head-mounted displays (HMDs) o Autostereoscopic displays (e.g. lenticular displays, parallax-barrier displays) o Quasi-holographic displays Real-three-dimensional systems (basically voxel-based systems (voxel = volumetric pixel)) A three-dimensional projection is being created as a quasi-real existing body of light; that is to say the three- dimensional expansion of the visualization is indeed being carried out in real space. These are mainly volu- metric and electro-holographic displays. Real-three-dimensional systems don´t require any kind of additional viewing devices. Special forms of real-three-dimensional systems are spherical displays, being used in case of tactile hyperglobes or in case of immersive reality-systems (pixel-based techniques, featuring a real-spatial expansion of the screen (e.g. „Cybersphere“; see Fig. 7)). Virtual-Three-dimensional Systems Spectacles-and-screen systems: The oldest and probably the best-known way of viewing stereoscopic imagery is the anaglyph method. It has already been in use since the middle of the 19th century. The basis is a pair of stereo-images, whereas the left image is being colored in red, while the right image is being colored in a complementary color (cyan or blue or green). Both pictures are then being overlaid and merged to a single frame, which has to be viewed by the use of red-green- or red-blue- (red- cyan-) spectacles. Because of the color filters, each eye can only perceive those parts of the image that can permeate the filters which, in succession, causes a stereoscopic impression. Concerning digital imagery, the red color-channel is being extracted from the left picture and then pasted into the right picture. The advantage of the anaglyph method is the fact that it is cheap and that the stereo-effect can be achieved with little effort, but the displayable colors (if it is not a grayscale-image, which is recommended) are limited and the 3D-impression is rather unnatural, causing eyestrain after a short while. A better and even more progressive technique is the use of polarized light and filter glasses. Two projectors serve as light sources; aligned in a way, so that their objectives are positioned like a pair of human eyes. Each projector emitts either horizontally or vertically polarized light. While being reflected from a screen, filter glasses once again only let the „right“ image reach the respective eye of the viewer. The great advantage of this sytem is the unaltered display of true colors; shortcomings are a certain loss of polarization and the fact that two (synchronized, when showing movies) projectors are needed (expensive!). This method is being used in theme parks and for IMAX 3D-movies. The Pulfrich-spectacles, invented by Carl Pulfrich in 1922, take advantage of the fact, that it takes longer for the human brain to perceive a scene if it is underexposed. By the use of differently toned filter-glasses, each eye gets to see a scene at a different level of lightness. These spectacles, like the anaglyph glasses, can be easily manufactured; however, the stereo-effect is limited to motion pictures. This technique has been used – from time to time – for special 3D-television broadcasts and has also been applied to certain computer games. For the human brain, objects colored in blue appear more distant than objects colored in red (chroma-stereopsis). The use of chromadepth-spectacles causes a separation of the spectral components in such a way as to optimize the focus on the greenish picture-elements, while the reddish picture-elements are being less refracted (longer wavelength, the lense is more convex and those objects appear nearer) and the bluish elements are being more refracted (shorter wavelength, the lense is less convex and those objects appear more distant). It can be seen as the main disadvantage of this method, that colors are needed for the creation of the stereoscopic effect; hence the application of colors as a cartographic variable is not possible. A highly sophisitcated method is the application of shutter-glasses. Shutter-glasses are being synchronized with the image build-up of a CRT (Cathode Ray Tube)-screen via infrared-emitter; i.e. the glass for the left and the right eye is being „masked“ alternately at each build-up of the image – in order to ensure, that the right eye can only see the right image and the left eye can only see the left image. Because of the constant change between the two slightly differing perspectives, the effective refresh rate of the screen is reduced to 50%. For that reason, the technology was limited, just until a short while ago, to CRT-monitors – the only displays that could be operated at a sufficient refresh rate of 120Hz and more. Shutter-glasses are still the only spectacles-and-screen system to show stereoscopic imagery on a conventional monitor with true colors. The reduction of the effective image-refresh rate, however, could be perceived as a disturbing flicker, leading to exhaustion after a while. Head-mounted displays: HMDs are essential to Virtual Reality- and Augmented Reality-systems. Here, the spectales do not only make for the stereoscopic effect, they´re the screen, too. The simultaneous display of the two horizontally slightly differing perspectives is granted via special optics before each eye. The main advantage of these systems is the (limited) mobility and the unlimited immersion. That is to say the virtual environment litteraly surrounds the user, without him being distracted by the real world, since he can only observe what´s on the HMD. Disadvantageous is the need for a tracking system and the (as yet) low resolution of the displays as well as the fact, that even these systems cause some eyestrain and exhaustion after a while. Autostereoscopic displays: Because of their usability, displays without additional viewing devices will be of great interest in the future. The segment of autostereoscopic displays in particular, has expanded significantly the product line in the last few years. Almost every well-known display-manufacturing company introduced an autostereoscopic variant of one of its monitors, featuring different technological approaches to meet specific demands. As a result, each system has its own advantages and shortcomings, according to the emphasis placed on that system. All autostereoscopic technologies feature directional multiplex-techniques. These techniques differ primarily in the method of separation of the left and right image. The following classification of directional multiplex-techniques is geared to the classification of Klaus SCHENKE and Sigmund PASTOOR [SCH-02], both at the Berlin Heinrich-Hertz-Institute for Communicatons Engineering: Diffraction-based method (lens-raster displays – lenticular technique; a pair of stereo-images, pixel-layer plus lens-raster-plate; three small zones for stereoscopic viewing; limitations: one-person display, head-tracker required, bisection of the horizontal resolution, 60% loss of brightness, barrier-stripes are visible; developer: the Berlin Heinrich-Hertz-Institute for Communications Engineering, A.C.T. Kern Ltd. (prototype: „Cabrio Screen“), University of Kassel (Germany) – IPM Institute) Refraction-based method (LCD-panel with prisms-mask plus field-lens and a collimator; developer: Dresden University of Technology (Dresden 3D)) Reflexion-based method (retro-reflective process, light is being reflected to the original angle of incidence by a system of mirrors; advantage: full display-resolution; disadvantages: